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Yes, unfortunately, this is due to Experimental/Nightly Basemod having to do a partial regression to the "keeping card scripts" patch. Without that regression, Basemod for Workshop went as far as breaking BASE GAME cards (most notably Cobalt Scar, which had its damage keep stacking over multiple uses), fixing which upon discovery was obviously first priority.
Mind you, it's not hard to make a card that works the same way without the hard patch, it just requires a very minimal alteration to the mod's code.
One of the cards (Gloomy Finisher) does not work, it's supposed to give strength at the start of combat equal to half the light spent last scene but it doesn't give any strength.
I also tried on Experimental and it also doesn't work, it only works on the normal basemod.
Wow, I missed the notification and forgot I left a comment so sorry about the very late response. Yes though, that is the case, so thank you for letting me know. I will try and solve that issue on my own, thanks again.
Yes, both Nightly and Experimental have that removal reverted (so the projections are available).
What are the image sizes of the hairs and faces in question? If they are smaller than 512x512, this might be the cause. Vanilla Ruina loader forcibly rescales sprites to 512x512, but that also results in effective inability to have very long hairs and other similarly very large customization elements, so Basemod and Extended Loader drop this part of loading to make it more flexible.
In a similar vein, Extended Loader (the separate version in Nightly) has a new feature of improving the specificity of saving face customization data (eye/brow/mouth/hair types), so even if you install or uninstall some customization mods between launches, your librarian appearances won't "drift" as a result. Although, compared to the previous point, this is NOT conserved if the game is ran without Extended Loader once.
differences between experimental and nightly:
- now works via EnumExtender for anything involving custom enum values (for better compatibility with non-Basemod mods doing the same)
- improvements of custom xml loading for Basemod mods (both optimizations and enhancements, such as support for LorId indexing of custom battle symbols and emotion pages to eliminate the chance of random collision; additionally, EnumExtender is used for loading some enum values from xml strings, to support custom values without extra coding)
- Extended Loader split into its own dll independent of Basemod (planned to also be available separately when this version becomes public)
- Extended Loader error-handing improved - extended skins should now be properly loaded even if some other enabled mods ignorantly insist on only using vanilla loading logic
- Extended Loader features expanded - now supports setting effect layer sprites, as well as "default customization data" for custom skins
the differences between public and experimental Basemod (not this one, the more "stable" version over at https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2903624343) :
- improvements on many compatibility issues (mostly by moving a lot of patches from harmony prefixes to transpilers)
- everything involving custom xmls is now exception-handled, so that loading of all Basemod mods (and possibly some other Basemod features) doesn't get interrupted by the first non-Basemod mod that happens to store non-Basemod structured xmls in the same folders as Basemod
- Extended Loader for skins slightly improved (layer adjustment fixed)
- the bug breaking battle symbol passives fixed, probably alongside some others i don't remember already
Unfortunately, your URL has been removed by Steam's automatic filter before I could see it. I've sent you a friend request - Steam usually doesn't filter links in personal messages.
You can download the player.log from the URL above. Thank you for your sincere response.
I could not reproduce the conflict with Basemod alone. It might be a conflict with some other mod. If you provide the Player.log file, I could try to figure it out, but otherwise my options are exhausted.
Angel of Ruina Office becomes Chinese when playing in Japanese.